List of updates (SSBU)/8.0.0 changelog
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This is the list of known changes in version 8.0.0 of Super Smash Bros. Ultimate.
Mario
- Mario Finale:
- Mario Finale deals more damage per hit (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
- The fireballs' hitboxes stretch vertically (Y offset: 0u, -3u—3u), increasing their range and making the Final Smash harder to escape.
Kirby
- Dash attack:
- Dash attack has less ending lag (FAF 60 → 52).
- The clean hit has more knockback scaling (66 → 71).
- Down smash:
- Down smash has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
- It has more knockback scaling (89 → 94).
- Forward aerial's second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%), with base knockback on the third hit not fully compensated (30 → 24).
- Back aerial's sweetspot has more knockback scaling (100 → 104).
- Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).
Captain Falcon
- Dash attack has less ending lag (FAF 38 → 35), improving its combo potential. It has a lower shieldstun multiplier (1.875× → 1.5×), which fully compensates for the clean hit's advantage on shield, but not the late hit's, making the latter slightly safer on shield.
- Down tilt has more knockback scaling (80 → 86).
- Up smash:
- The second hit has more knockback scaling (72/74/80 → 80/81/88).
- Raptor Boost:
- The uppercut launches at a higher angle (76° → 85°) and has much less knockback scaling (52 → 30). This allows it to combo at a wider percent range, including a read into Knee Smash.
- The uppercut's innermost hitbox stretches much farther horizontally (Z offset: 5.5u → 5.5u—12.5u), increasing its range.
- The overhand's meteor hitbox has the highest priority, making the move easier to meteor smash with.
- Falcon Kick:
- Falcon Kick has less startup (frame 15 (grounded)/16 (aerial) → 13/14), with its total duration reduced as well (FAF 71 → 69 (grounded, landing), 68 → 66 (grounded, off-edge), 59 → 57 (aerial)).
- The clean hit has more knockback scaling (84 → 88 (grounded), 52 → 57 (aerial)).
Jigglypuff
- Puff Up slows opponents more during startup (3x → 7x).
Ice Climbers
- Pummel has a larger hitbox (4.8u → 5.8u) that is placed further horizontally (Z offset: 6.4u → 7.4u), allowing it to connect more consistently.
- Iceberg:
- Iceberg slows opponents more during startup.
- The Iceberg appears much faster, and the peak's hitbox size was increased.
- The Condor has a larger search radius (8u → 9.5u), making it easier to grab onto.
Sheik
- Forward smash:
- The first hit's closest hitbox launches at a higher angle (26° → 35°), and both it and the farthest hitbox have reduced set knockback (62/45 → 47/30), allowing it to connect more reliably into the second hit.
- The second hit has larger hitboxes (3.5u/4u → 4.8u/4.6u) with altered placements (X offset: -1.3u/5.2u → -1.6u/5.6u; Y offset: 0u → 1u/-0.1u), increasing its range.
Dr. Mario
- Doctor Finale deals more damage (2.7%, 2%, 2.9%/2.2%, 3.1%/2.3%, 3.3%/2.5% → 3%, 2.3%, 3.2%/2.5%, 3.4%/2.6%, 3.6%/2.8%).
Falco
- Down tilt:
- Down tilt has less startup (frame 10 → 8), with its total duration reduced as well (FAF 32 → 30).
- It launches at a more vertical angle (75° → 85°), improving its combo and KO potential.
- Up smash:
- The first hit has more base knockback on the clean hit (50 → 70), but less on the late hit (50 → 45), allowing it to lead more consistently into the second hit.
- The second hit has more knockback scaling (102 → 107).
- The second hit's hitboxes and leg intangibility have a longer duration (frames 13-18 → 13-20).
- The second hit's foot hitbox is larger (5u → 5.7u), and stretches towards Falco's front during the first two active frames (X offset: 7u → 7u—0u; Y offset: 0u → 0u—5u; Z offset: 0u → 0u—-3u), allowing it to connect more reliably from the first hit.
- Neutral aerial:
- The last hit comes out faster (frame 19 → 17). As a result, the move also has a reduced total duration (FAF 49 → 47) and autocancels earlier (frame 43 → 41).
- The last hit has a larger hitbox (6u → 7u) that stretches farther vertically (Y offset: 10u—11u → 7u—11u) and horizontally (Z offset: 6u—1u → 7u—1u), allowing it to connect more reliably from the multi-hits.
- Down aerial has less ending lag (FAF 52 → 44) and landing lag (14 frames → 12).
- Falco Phantasm:
- The grounded version has faster startup with a longer hitbox duration (frames 18-24 → 13-22). Its total duration is shorter as well (FAF 55 → 50), reducing its ending lag.
- The aerial version has a longer hitbox duration (frames 18-24 → 18-27).
Marth
- Down smash's tipper deals more knockback (50 base → 57 (hit 1), 88 scaling → 92 (hit 2)).
- Forward, back, and up aerials' closest hitboxes to the tip have been moved inward (Z offset: 3.5u → 2.5u (forward), 3.7u → 1.7u (back), 2u → 0.5u (up)), making the tipper hitboxes easier to land.
Mewtwo
- Back aerial:
- The sweetspot has more knockback scaling (97 → 101).
- The middlespot and sourspot deal more damage (11%/9% → 12%/11%).
- Up aerial has more knockback scaling, especially on the sweetspot (86 → 98/92/92).
- Pummel has a larger hitbox (7u → 7.5u) that is placed further horizontally (Z offset: 7u → 7.5u), allowing it to connect more consistently.
- Down throw has less ending lag (FAF 46 → 42), granting it true combos into forward aerial from mid to high percents.
- Shadow Ball:
- The move has less ending lag (FAF 44 → 40).
- The Shadow Ball travels faster.
- Uncharged Shadow Ball deals more damage (2.5% → 4%).
- Teleport has less landing lag (30 frames → 20).
Meta Knight
- Neutral aerial has larger hitboxes (4u/7u → 4.5u/7.5u (clean), 3.8u/5u → 4u/6u (late)) with altered vertical placements (Y offset: 0u/5.2u/7.2u → 0u/5.2u/5.5u (clean), 0u/4u/7.2u/0u → 0u/5.2u/7.7u/5.5u (late)), increasing its range.
- Forward aerial:
- The move has less ending lag (FAF 46 → 40) and autocancels earlier (frame 44 → 39).
- The first two hits have weight-independent knockback, use set knockback against grounded opponents (60 base/100 scaling → 65 set/100 scaling), and launch at a higher angle with the farthest hitbox (60° → 70°). This allows them to both connect reliably into the third hit and start combos more effectively, now possessing a KO setup into down smash at high percents.
- Back aerial's first two hits have weight-independent knockback, and use set knockback against grounded opponents (50 base/90 scaling → 55 set/100 scaling). This allows them to both connect reliably into the third hit and start combos more effectively.
- Mach Tornado's clean hit has a longer duration.
- Shuttle Loop:
- The first hit's late hit launches at a slightly lower angle (86° → 84°) with reduced set knockback (80 → 68).
- The second hit's sword hitbox is much larger (5.5u → 7.7u) and stretches farther vertically (4u—9u → 3.5u—10u), increasing its range and allowing it to connect more reliably from the first hit.
Pit
- Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.
- Up smash's third hit has more knockback scaling (102 → 111).
- Down smash's first hit launches at a lower angle (55° → 48°), improving its KO potential.
- Up aerial:
- The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
- The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI.
- The last hit has more knockback scaling (130 → 143). In combination with the previous change, this significantly improves its KO potential.
- Trip attack has more ending lag (FAF 47 → 50), matching the rest of the cast.
- Guardian Orbitars has less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).
Dark Pit
- Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.
- Up smash's third hit has more knockback scaling (102 → 111).
- Down smash's first hit launches at a lower angle (55° → 48°), improving its KO potential.
- Up aerial:
- The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
- The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI.
- The last hit has more knockback scaling (130 → 143). In combination with the previous change, this significantly improves its KO potential.
- Trip attack has more ending lag (FAF 47 → 50), matching the rest of the cast.
- Guardian Orbitars has less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).
Zero Suit Samus
- Zero Laser's final hit lasts three additional frames.
Ike
- Down tilt has less knockback scaling (70 → 55), allowing it to combo at a wider percent range.
- Dash attack has more knockback scaling (78 → 88 (clean), 100 → 110 (late)).
- Neutral aerial:
- The move has much more knockback scaling (105 → 130). This removes its previous KO setups, but restores most of its standalone KO power from Smash 4.
- The late hit has smaller hitboxes (4u → 3u).
- Forward aerial:
- The move has less ending lag (FAF 60 → 52), making it safer to use offstage.
- It deals more damage (11.5% → 13%), with knockback scaling partly compensated (65 → 60).
- Aether:
- The first hit has transcendent priority, improving its utility out of shield.
- The landing hit launches at a lower angle (60° → 50°) and has much more knockback scaling (115 → 155). This drastically improves the move's KO potential, KOing at around 115% from the center stage if all hits connect, and grants Ike a new KO setup from his neutral aerial near the edge at mid percents, regardless of said move's nerfs.
Ivysaur
- Rolling techs have one frame more ending lag (FAF 40 → 41), matching the rest of the cast.
Diddy Kong
- Forward tilt:
- The move launches at a lower angle (45° → 35°), improving its ability to set up tech-chases and edgeguards.
- The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
- The late hit has a longer duration (frames 13-14 → 13-16).
- Dash attack:
- The second hit has more consistent set knockback (55/40/70 → 45/45/70), allowing it to link more reliably into the third hit.
- The third hit has a larger hitbox (4.5u → 5.5u).
- Down smash:
- The move has less startup (frame 9/14 → 7/12), with its total duration reduced as well (FAF 52 → 50).
- The second hit has a longer duration (frame 14 → frames 12-13).
- Forward aerial's clean hit has larger hitboxes (4u → 5u).
- Rocketbarrel Boost no longer launches Diddy Kong at an unusually high speed if he is hit during the charge frames.
- The time until Diddy Kong can produce another Banana Peel after releasing the previous one has been significantly extended (12 frames → 61), removing his "pyramid scheme" infinite combo.
Sonic
- Super Sonic has more range and slows opponents more during startup.
King Dedede
- Up tilt deals more damage (10%/8% → 11.5%/9.5%) with no compensation on knockback, drastically improving its KO potential, to the point it is only slightly weaker than his up tilt in Brawl without rage.
- Down tilt launches at a lower angle (45° → 35°), allowing it to set up tech-chases more effectively at low percents and improving its KO potential at high percents.
- Forward smash has had its jostling properties adjusted.
- Forward aerial has more knockback scaling (90 → 98).
- Up aerial's last hit has much more knockback scaling (147 → 167), greatly improving its KO potential, being able to KO under 150% from ground level without DI.
- Inhale:
- The move has less startup (frame 17 → 14).
- The grounded version's grabboxes are larger (Z offset: 4u → 4u—7u (initial), 5u—9u → 5u—12u (vacuum), greatly improving its range.
Villager
- Neutral attack has received several changes to connect more reliably:
- Both hits have higher hitstun modifiers (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).
- The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
- The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.
- The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).
- Up tilt:
- The move grants intangibility on Villager's head and arm during frames 7-25, giving it better anti-air utility.
- The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.
- Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) with no compensation on knockback, improving its KO potential.
- Up aerial deals more base knockback (30 → 40).
- Down aerial has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 46 → 43).
- Timber:
- The seed planting and watering have less ending lag (FAF 43 → 39 (planting), 54 → 50 (watering)).
- The axe deals more base knockback (30 → 36) and shield damage (6 → 9).
- The axe gained additional hitboxes on frame 8 to compensate the axe going away from the playing field.
- Lloid Jacket fixed.
Wii Fit Trainer
- Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.
- Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
- Down smash has less ending lag (FAF 52 → 47).
- Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).
- Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
- Wii Fit:
- The final silhouette has more knockback scaling (123 → 128).
- The final silhouette has larger hitboxes overall (20u/3u/10.3u/9u → 23u/6u/10u).
Corrin
- Forward smash:
- It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
- This multiplier is coded only on the tipper hitbox, but is incorrectly applied to all hitboxes of the move.
- The tipper deals more damage (15.2% → 16.7%) with no compensation on knockback, improving its KO potential.
- The tipper consists of two hitboxes instead of one, which cover a wider area (Y offset: 0u → -0.4u/0.4u, Z offset: 0u → 0.4u/-0.4u), making it less likely to whiff due to the z-axis.
- It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
- Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).
- Back aerial's clean hit deals more damage (11% → 12%) with no compensation on knockback, improving its KO potential.
- Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
- Dragon Lunge:
- The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
- Both kicks' clean hits have more knockback scaling (90 → 98).
- Jumping out of the pin has much less ending lag (FAF 40 → 30).
King K. Rool
- Belly Super Armor has more durability (14.01 HP → 18.01 HP), allowing it to withstand stronger attacks such as Falcon Punch from full durability, and improving its overall reliability. Considering the armor splitting damage between itself and King K. Rool, it's got effectively 36.02 HP.
- Dash attack:
- The move has more knockback scaling (57 → 61 (clean), 48 → 55 (late)).
- The clean hit has a longer duration, with the late hit's duration reduced accordingly (frames 7-11 (clean)/12-25 (late) → 7-14/15-25).
- Up smash's first hit deals more damage (15% → 17%) without full compensation on knockback (32 base/95 scaling → 31/90), improving its KO potential.
- Pummel has a larger hitbox (7u → 8u), allowing it to connect more consistently.
- Back throw launches at a lower angle (45° → 35°), allowing it to KO around 20% earlier.
- Crownerang has an increased armor threshold (6% → 12%).